﻿Shader "Unlit/WaterPoint"
{
    Properties
    {
        _MainTex("Main Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags{"Queue" = "Transparent"}
        Pass
        {
            Tags{"LightMode" = "ForwardBase"}
            Blend SrcAlpha OneMinusSrcAlpha   
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag 
            #include "Lighting.cginc"
            #include "AutoLight.cginc"
            
            sampler2D _MainTex;
            float4 _MainTex_ST;

            struct v2f{
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 color = tex2D(_MainTex, i.uv);
        
                return color;
            }

            ENDCG
        }
    }
    FallBack "Specular"
}
